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Fists of Steel tweak/fix


nordsmark

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If anyone has tried to build a character up around the heavy armor perk "Fists of Steel" while playing on a high (expert/master) difficulty, you know how frustrating it can be. The perk seems to do next to nothing and I have 3 theories:

 

1. The perk doesn't work. At all. I'm not so sure about this one, but the amount of extra damage I do with my sub-100 armor Daedric Gauntlets is... Really low.

 

2. The perk does not grant the full armor rating as bonus damage (even though the wording of the perk suggests so).

 

3. The perk only benefits from the completely standard amount of armor on the gloves, perks/skill levels/smithing upgrades does not factor in. This is what I myself believe is the reason to the perk being almost useless. If this is really the case, then it's just stupid. Why would only the base damage factor in?

 

If anyone could make a mod that fixes whatever the issue would be, then I'd be so damn grateful. I'm terrified to fight dragons because I can't down them fast enough. I'd have to either have potions up the ass or hide behind cover 95% of the fight - making a single dragon kill take forever. I'm sure I'm not the only one who'd like to have a melee fighter playstyle viable without having to pussy out on the difficulty.

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actually, it does work, but it only does your gauntlet's BASE damage. So even though it gives you 100 armor, it'll only do 15 damage (or so) per swing on top of your racial unarmed damage (22 for kadjiit, 10 for argonians, 4 for everyone else).

 

In the mean time, you could try "player.setav unarmeddamage x" where X is how much damage you want to do.

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actually, it does work, but it only does your gauntlet's BASE damage. So even though it gives you 100 armor, it'll only do 15 damage (or so) per swing on top of your racial unarmed damage (22 for kadjiit, 10 for argonians, 4 for everyone else).

 

In the mean time, you could try "player.setav unarmeddamage x" where X is how much damage you want to do.

 

If you read the whole post you'd have noticed that I already mentioned that as a possibility - I could not find anything to support it, but it does seem like that's how it works. Your "fix" for the problem could work, but it feels so silly. I guess that's what I'll have to do until there is a mod for this (if there ever will be). So thanks for the command, I'll try it out. Just a question - will a ring/glove enchant with +x damage for unarmed be added to the amount I set through that command? Or should I type the damage with everything added (glove armor + base racial damage + enchants) ?

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